Omicron - prerelease 0.7 "Tweaky Update"
- azekill_DIABLO
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Re: Omicron - prerelease 0.2 *Update*
Hi everyone! No devlog today, I'm not at home so I can't work on Omicron. If you have feedback though, I'll be looking at the forum regularly :D
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- azekill_DIABLO
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Re: Omicron - prerelease 0.2 *Update*
I'm back! I'm starting to work again!
DEVLOG: I'm currently trying to generate oceans. I'm re-doing water physics (I forgot to handle the Y axis properly) right now. I'll try a stupid method to make water flow... However I don't know if I'll make the water infinite like in MC (better performance but really odd) or finite (like with the MT mods that allowed to do so, quite resource expensive). Poll at top!
On the other hand I've been trying to learn OpenGL. I can already confirm I hate it xD
DEVLOG: I'm currently trying to generate oceans. I'm re-doing water physics (I forgot to handle the Y axis properly) right now. I'll try a stupid method to make water flow... However I don't know if I'll make the water infinite like in MC (better performance but really odd) or finite (like with the MT mods that allowed to do so, quite resource expensive). Poll at top!
On the other hand I've been trying to learn OpenGL. I can already confirm I hate it xD
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- LMD
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Re: Omicron - prerelease 0.2 *Update*
I <3 OGL ...
Anyway, sorry, but I was on vacation for 2 weeks so I couldnt reply :/
Anyway, sorry, but I was on vacation for 2 weeks so I couldnt reply :/
- azekill_DIABLO
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Re: Omicron - prerelease 0.2 *Update*
And I spammed you sorry. I'm impatient to start working with you! Pliz look at your two issues on github :D
EDIT / DEVLOG: So I'm working on rivers.
It works "FINE".
EDIT / DEVLOG: So I'm working on rivers.
It works "FINE".
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Re: Omicron - prerelease 0.2 *Update*
hmmm - maybe you should decrease the rivers level at high plateaus ? Responded to the issues. Suggesting OGL object picking, tho explained you what I was talking bout. Look at that *cough* beautiful image...
No need to be sorry.
EDIT : Did you add slabs ??
No need to be sorry.
EDIT : Did you add slabs ??
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Re: Omicron - prerelease 0.2 *Update*
oh the height isn't a problem, I'm struggling to find a noise to generate thin 'veins'.LMD wrote:hmmm - maybe you should decrease the rivers level at high plateaus ?
I still don't get what it is, and sorry to say this, for now my only issue is to try creating a transparent block or at least one that doesn't allow x-raying.Responded to the issues. Suggesting OGL object picking, tho explained you what I was talking bout. Look at that *cough* beautiful image...
Look at the above image better.EDIT : Did you add slabs ??
EDIT / DEVLOG: I was having fun with terminal, in the next update a small "gui" made in text will appear when you lauch the executable (will it work under windows ?). It's only a small placeholder, I hope C will allow me to do a real gui in-game!
tux@potato: /lalala/omicron# ./omicron
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- azekill_DIABLO
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Re: Omicron - prerelease 0.2 *Update*
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Re: Omicron - prerelease 0.2 *Update*
You remember?
It is back.
Yeah boi. Bring me the monolith.
Code: Select all
Hello, i'm an exelent bug-maker(yeah...i know...i have a bad reputation)
Yeah boi. Bring me the monolith.
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Re: Omicron - prerelease 0.2 *Update*
You said you still don't get what GL Object Picking is.
Here, short explanation :
Wanna know what your player is really, really, really pointing at ?
Just give every block an UNIQUE color and render the scene AGAIN on an "image"(FBO) that is stored on your graphics card.
I'd call that rendered image "objectmap"
This is especially interesting for COMPLEX meshes, lets say if you have a block that looks like some kind of plant or so...
Then, read ONE pixel from that image : The pixel at the CENTER of the objectmap.
Its the block your user is currently pointing at.
Then check which object/block that color corresponds to.
Easy ?
Here, short explanation :
Wanna know what your player is really, really, really pointing at ?
Just give every block an UNIQUE color and render the scene AGAIN on an "image"(FBO) that is stored on your graphics card.
I'd call that rendered image "objectmap"
This is especially interesting for COMPLEX meshes, lets say if you have a block that looks like some kind of plant or so...
Then, read ONE pixel from that image : The pixel at the CENTER of the objectmap.
Its the block your user is currently pointing at.
Then check which object/block that color corresponds to.
Easy ?
Re: Omicron - prerelease 0.2 *Update*
Can even be easier, since you can use shader to get the distance of the pixel in the middle of the camera.
Transform it back, and you got your answer.
Transform it back, and you got your answer.
A man much wiser than me once said: "go away, you are bothering me"
- azekill_DIABLO
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Re: Omicron - prerelease 0.2 *Update*
Okay thanks LMD. I will learn Open GL. Nad I let oyu and valapus debate to find to best solution :D
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- LMD
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Re: Omicron - prerelease 0.2 *Update*
You're welcome
@Vapaulus : Nah but that would be overcomplicating ;)
We need that Object-Map anyway, for graphical effects, such as Bloom.
@Vapaulus : Nah but that would be overcomplicating ;)
We need that Object-Map anyway, for graphical effects, such as Bloom.
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Re: Omicron - prerelease 0.2 *Update*
If I let you try to implement it? last time I touched a rendering thing in a game, everything went black and red and air was no longer transparent. then it crashed.
on another point, I feel like a debil I'm not even able to code properly in C. Anyway I'll do my best.
BTW: Yes there are slabs, you were askin.
EDIT2 / DEVLOG: Here's how sea (is supposed to) work:
Legend : █ Air ; █ Water
So a noise will generate randomly pools of water with different shapes and size. A simplex2 (2D noise for the newcomers) will be repeated at different heights with a coef that changes proportionally. In short: the map generator will repeat the same shape each time a bit bigger on top of the other. First tests (with a simpler technique used, 2 layers only) seem to work out just fine. Only some size tweaks are needed.
Note: Air will be Added on top of it, to avoid weird things if the water goes in a hill. I will generate a kind of "cave" inside the mountain, or just wipe out the hill completely if it's small enough…
EDIT3 : Update soon boiz.
EDIT4 : Omg another edit. Just to show you some interesting output.
What happens when you forget \n
BTW:
Guess the value of coef? between 0 and 195. I agree with you.
on another point, I feel like a debil I'm not even able to code properly in C. Anyway I'll do my best.
BTW: Yes there are slabs, you were askin.
EDIT2 / DEVLOG: Here's how sea (is supposed to) work:
Legend : █ Air ; █ Water
So a noise will generate randomly pools of water with different shapes and size. A simplex2 (2D noise for the newcomers) will be repeated at different heights with a coef that changes proportionally. In short: the map generator will repeat the same shape each time a bit bigger on top of the other. First tests (with a simpler technique used, 2 layers only) seem to work out just fine. Only some size tweaks are needed.
Note: Air will be Added on top of it, to avoid weird things if the water goes in a hill. I will generate a kind of "cave" inside the mountain, or just wipe out the hill completely if it's small enough…
EDIT3 : Update soon boiz.
EDIT4 : Omg another edit. Just to show you some interesting output.
Spoiler
What happens when you forget \n
BTW:
Code: Select all
for (int y = 30; y < 37; y++) {
float coef = y/5;
. . .
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- How I made sea system work.
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- LMD
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Re: Omicron - prerelease 0.2 *Update*
Between 6 and 36/5(inclusive)
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Re: Omicron - prerelease 0.3 "A little wet"
What a clear answer *feel my irony*! Obviously the Edit4 is pure joke. (well not totally, it really printed 195 one time xD)
Oh and btw...
Some images of what you'll see in this update:
tux@potato: /lalala/omicron# ./omicron
Terminal GUI. Only a WIP test.
The brand new water lakes.
I hope you'll enjoy this update as I do. Have fun :]
Oh and btw...
OMICRON pre-release 0.3 "A little wet"
Another long awaited update by four people :D It's nicknamed "A little wet" update because most changes concerns water!- Mapgen
- Lakes added using this method.
- Minor tweaks to everything, noises, etc.
- Terminal GUI added, see this.
- Water physics re-done, although they still need quite a bit tweaks
Some images of what you'll see in this update:
tux@potato: /lalala/omicron# ./omicron
Terminal GUI. Only a WIP test.
The brand new water lakes.
I hope you'll enjoy this update as I do. Have fun :]
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- A cave with water inside :D
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- LMD
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Re: Omicron - prerelease 0.3 "A little wet"
I feel like :
(image may be subject to copyright)(NOT MINE)
(image may be subject to copyright)(NOT MINE)
Last edited by LMD on Fri Aug 17, 2018 20:12, edited 2 times in total.
- azekill_DIABLO
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Re: Omicron - prerelease 0.3 "A little wet"
Good :D that's the researched effect !
EDIT / DEVLOG: New Oceans! They are now much larger, are totally uncovered and blocks/plants no longer fly over them! See by yourself:
Faster, better, nicer! Will be added to next update!
EDIT2 / DEVLOG: Added Ravines, just for entertainment. Note the new textures I made for ores!
Gold Spotted!
EDIT / DEVLOG: New Oceans! They are now much larger, are totally uncovered and blocks/plants no longer fly over them! See by yourself:
Faster, better, nicer! Will be added to next update!
EDIT2 / DEVLOG: Added Ravines, just for entertainment. Note the new textures I made for ores!
Gold Spotted!
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- A view from the ravine with new textures.
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- azekill_DIABLO
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Re: Omicron - prerelease 0.3 "A little wet"
DEVLOG: New ore blocks textures added, modified ores textures (less shiny, more vibrant colors).
See the new textures. Blocks and corresponding Ores below. Enjoy!
See the new textures. Blocks and corresponding Ores below. Enjoy!
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- Blocks and corresponding Ores below.
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Re: Omicron - prerelease 0.3 "A little wet"
You’re killing it, azekill! :)
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Re: Omicron - prerelease 0.3 "A little wet"
Soon micro$oft will make me an offer LOL. Thanks :]texmex wrote:You’re killing it, azekill! :)
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- azekill_DIABLO
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Re: Omicron - prerelease 0.3 "A little wet"
DEVLOG: After seing this:
Beaches with frozen zones. Tweaks are still needed. Maybe adding icebergs?
I decided to do this:voxelproof wrote:Sea ice floe in Eden.
Beaches with frozen zones. Tweaks are still needed. Maybe adding icebergs?
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Re: Omicron - prerelease 0.3 "A little wet"
Dev' Screenies:
I love mapgen.
I love mapgen.
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Re: Omicron - prerelease 0.3 "A little wet"
Are there tools/crafting/inventory in Craft NG/Omicron ?
- azekill_DIABLO
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Re: Omicron - prerelease 0.3 "A little wet"
no / no / well a bit >>> all are plannedLMD wrote:Are there tools/crafting/inventory in Craft NG/Omicron ?
and if you continue thinking this thing is craft NG I call an airstrike. Seriously why? IDK me. I'm not the dev of craft NG, I didn't even use the lastest commits of it. X'(
EDIT / DEVLOG: I implemented a /help command in game. It shows the commands you can use and their arguments.
This thing adjust automatically to chat height (use /help <page>)
EDIT2: Update soon boiz!
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- What it looks like with chat length set to 10.
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Re: Omicron - prerelease 0.3 "A little wet"
The todo list to go release...
Code: Select all
- Get transparent blocks
- Get water working a bit
- Get a better HUD/GUI
`- Getting an inventory
`- Crafting system (terraria like)
- Debugging Light
`- Chunck border bugs (https://github.com/azekillDIABLO/omicron/issues/3)
`- Light blocks
`- No more bright caves
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